﻿using System;
using System.Collections.Generic;
using UnityEngine;

namespace GameFramework.Battle.Core
{
    public static class Uniforms
    {
        public static readonly int _BloomParams = UnityEngine.Shader.PropertyToID("_BloomParams");
        public static readonly int _BloomTex = UnityEngine.Shader.PropertyToID("_BloomTex");
        public static readonly int _BloomColor = UnityEngine.Shader.PropertyToID("_BloomColor");

        public static readonly int _MainTex = Shader.PropertyToID("_MainTex");
        public static readonly int _MaskTex = Shader.PropertyToID("_MaskTex");
        public static readonly int _MaskColor = Shader.PropertyToID("_MaskColor");
        public static readonly int _Opacity = Shader.PropertyToID("_Opacity");
        public static readonly int _RimColor = Shader.PropertyToID("_RimColor");
        public static readonly int _RimIntensity = Shader.PropertyToID("_RimIntensity");
        public static readonly int _FrameIndex = Shader.PropertyToID("_FrameIndex");
        public static readonly int _FrameIndexFusion = Shader.PropertyToID("_FrameIndexFusion");
        public static readonly int _FusionProgress = Shader.PropertyToID("_FusionProgress");
        
        public static readonly int _ShadowColor = Shader.PropertyToID("_ShadowColor");
        public static readonly int _ShadowOffset = Shader.PropertyToID("_ShadowOffset");
        public static readonly int _LightDir = Shader.PropertyToID("_LightDir");
        public static readonly int _LightColor = Shader.PropertyToID("_LightColor");

        public static readonly int _CullMode = Shader.PropertyToID("_CullMode");
        public static readonly int _LtMap = Shader.PropertyToID("_LtMap");
        public static readonly int _ltmapUV = Shader.PropertyToID("_ltmapUV");
    }
}
